Development Journal

Project 3
Title: TBD
Group: Alex and Sree

03/28
The first week of developing the project idea started out slow. We have met to discuss the potential narratives for our world and brainstormed different ideas. We have decided on the general structure of the world which consists of 2 scenes connected by a portal. I have sketched this general structure layout.

03/31
I have downloaded a bunch of different low poly asset packs (plants, rocks, etc) for the project file but haven’t yet started populated the scene with them. I have continued looking for visual references for the world’s aesthetic and assets style. I keep collecting images for our mood board (some examples below).

04/03
I wanted to start modeling a few objects for the scene because the low poly assets are all very pointy and edgy, while I wanted World 1 to consist of smooth rounded shapes. However, I have a problem with accessing Maya. My 1-year license has recently expired, and I was not able to renew it because Autodesk was not accepting my school documentation to get a free educational subscription. I am hoping I can get that fixed soon.

04/05
Good news is that I got my Autodesk license back! Submitting a school transcript had worked for me. Bad news is that the program itself does not open at all on my computer and keeps crashing, I will try to reinstall. I am hoping to start modeling assets this weekend. I think the next important step is to finalize the details with Sree. We still do not have an exact storyline for the world except its general structure, and I would like to design characters for both worlds soon.
I have also started to populate the scene with some assets, and so far it is definitely far from I would like World 1 to look like. I think it is more of a draft to see where I want objects to be and how they could look like. As I mentioned earlier, Asset Store downloads are not exactly the style I want (not the smooth geometry as in the examples above). I am generally stuck with what I want to do, and we haven’t met with Sree yet to polish our ideas and decide next steps. I hope next week we will be able to catch up with this project, because lately I have just been really busy finishing up my capstone that is due Tuesday.

04/14

I have played around with modeling rounded geometry and created a new scene to place it on. I think this has potential to fit the style I originally envisioned. However, I do feel stuck a bit with what I am doing 😀

04/21

On my side, I have continued designing World 1. I was able to create more models in Cinema 4D, a few animated characters and adjust materials and lights for a lighter and more pleasant look. I also converted the project file to AR and tested it on my phone. You can see on the video below that it is working well and looking cute. Next step would be to implement interactions with creatures and maybe UI things from the last lab. We are still behind on the schedule, but hoping to keep up. I will also move on to laying out World 2 to stick to our original idea of exploring duality. There, the aesthetics will take an opposite look, colors will be cooler, geometry will be sharp and pointy, etc.

04/28

In the past week, both worlds of our project grew. I have continued polishing the layout design and adding various other effects in World 1 and, finally, created the “opposing” World 2. Although earlier I wanted it to have pointer and sharper geometry, I decided to compromise on that use the same set of models (so that I do not waste time modeling new ones) with a few additional downloaded low poly assets. Similarly to World 1, it is also surrounded by walls in shape of cartoonish mountains with 2D backdrops for an additional artistic touch. The videos at the end of the this entry show updates in layout, design, lighting, navigation, a few animated special effects, etc.

Based on user feedback, World 2 is obviously missing characters as of now but also it needs more contrasting features compared to World 1. So far, the key differences are in the color palette and brightness. The second scene is visibly colder and a little darker (although I could not yet achieve a better night time look). Sadly, I could not perform user testing because the main interactivity feature of our project (the portal) is still in development. On my side, I would also like to add simple interactions with the characters in World 1 (bounce the around with sound effects in response), and populate World 2 with “grumpy” characters that follow the player with their eyes but do not move.

Other next steps for our project include finishing the portal function and adding sound. I believe the latter could help us achieve a better contrast between the worlds.

Project 3 Idea (Alex, Sree)

For our final project, we want to create a cartoonish world that consist of two parts connected by a portal in-between. The world will be a fantasy landscape with simple smooth geometry objects (landscape, plants) and fictional characters.

Below are some examples of visual inspiration for our intended style.

Reference and inspiration

Our thematic and stylistic inspiration for this world is LocoRoco, a video game developed by Japan Studios for PlayStation Portable in 2006. In this game, the player assumes a role of a cute circular creature that travels around different worlds in which they grow vegetation and defeat evil characters that want to eat them.

Map, layout

Although we did not decide on specific objects in the scenes, we have this guiding plan for the creation of our world that is divided into two parts. The first space would be a bright cute and cheerful landscape populated with fantasy plants and fictional characters that live there. The portal which would either be a bridge, waterfall or a transitional mirror which connects space 1 to space 2. The second space would represent a sort of an opposite of the first landscape. There, the general color palette and style would become much colder and darker in order to visualize a more dreadful world in which its inhabitants pose a danger to the player.

Narratives

In this project, we want to reflect the narratives of duality, opposites and alternate universes.

Interaction

Possible ideas for interaction are mainly centered around the ability to communicate with animated creatures that would inhabit the two worlds. The central interaction/navigation point would be the portal that would visually illustrate a transitional passage.

Format

As of now, we are more drawn to using AR because it would complement our main concept in the project. With AR, a smartphone acts as a portal to this fiction space similarly to the portal that connects the two worlds in our story.

Reading Response 4: Invisible Cities

The spring break reading was a nice change this semester since I got to read a fictional piece. It was also very interesting to look into artworks that were inspired by Invisible Cities and see how illustrators visualized these mysterious locations described by Italo Calvino. The city that stood out to me was Octavia, a spiderweb city (Chapter 5 ). It is described as a city that is “hanging” over the void between two mountains. It is composed of chains and ropes that connect buildings with catwalks. The city is “suspended over the abyss” as deep as more than hundreds of feet. Hanging ropes and passages that compose a spider web instantly reminded be me of those rope parks where you climb around a hanging maze or circuit balancing on ropes above the ground. The description of the city itself also brought up a somewhat familiar image in my head but I am still unable to remember what kind of book/movie it reminds me of. The chapter provides a very brief description of Octavia, but I was still fascinated by the idea of a hanging spiderweb city between mountains. The artworks visualizing this place were also so captivating and visually interesting. However, what stands out to me the most is the themes of temporality and mortality this city brings to the story. Marco Polo says, “the life of Octavia’s inhabitants is less uncertain than in other cities” (p. 75), which at first seems almost paradoxical. How can your life be certain if it is quite literally hanging on a thin thread (or web, in this case)? Yet the author explains, “They know the net will last only so long”, and, suddenly, it all makes sense. It is a very existential philosophical thought. We are all aware of our own mortality, which is probably the only certain thing about our uncertain lives. The acceptance of their own temporality mystifies the inhabitants of Octavia. It also translates the storyteller’s impression of the city and in relation to time. Since Marco Polo does not give a lot of attention to describing this city, there is little that we know about the daily life there, and it makes it seems like Octavia exists in a time-capsule without a clear “now” or “then”. If this city was a virtual environment, it probably would not have a linear storyline but it would rather exist in one isolated moment where the user would get to explore the environment and make observations about its transience without actually witnessing the city’s inevitable doom.

Reading Response: Chapter 5 Agency

As I was reading this chapter, I kept drawing parallels with the discussions and questions I have had when taking an NYU Gallatin class called The Garden of Forking Paths last year. The class takes its name from Jorge Luis Borges’ short story that is referenced a few times in “Hamlet on the Holodeck” as well. Throughout the course, we have analyzed hypertext literature, non-linear narratives and gameplay which are central reference points in this reading as well. As I am not a gamer myself, I keep referencing the examples we have looked into in that class to apply the theory from Janet Murray’s work while also evaluating the discussion I’ve had in the past in other contexts about user agency and what interactivity really is.

Source: Pinterest

For the sake of applying this reading to an example, I have chosen to revisit I a game called “Life Is Strange 2” I have played for the class I have mentioned before. Long story short, the game follows a story of two brothers (you play as the older teenage boy) who, after witnessing their father being killed by a police officer, set off to flee their hometown and escape the police investigation of the sudden explosion of their house in which they are the prime suspects. You become a juvenile fugitive who is now responsible of taking care of the younger brother with (spoiler alert!) supernatural abilities.

Image source: https://me.ign.com/en/life-is-strange-2

The story unfolds through exploring different environments, collecting objects (which enrich the background story and give a more detailed portrait of the characters) and it progresses through branching dialogues. The decisions you make in the latter determine the conclusion of the game and the relationship that you develop with the younger brother and how his personality is affected by the events that happen. Overall, it sounds like a game that provides so many opportunities for exercising user agency in order to unravel and impact the story on your own. However, from my experience, I was not satisfied because often the game provided only the illusion of choice. Some decisions that you make along the way do not make a significant impact and the gameplay is interrupted at certain points with linear cinematic breaks in which you only spectate the events. Although I understand that it is a method of making sure that the narrative progresses and does not get stuck, it felt like my user agency is being taking away or is not significant. Yet I was pleased with the ability to explore the environment and objects in it that had a clear connection to the story and thus could enrich it with more detail. At the same time, choosing not to interact with certain items did not make the experience less comprehensive or fulfilled.

My key takeaways from the chapter on agency, which I have also used to write my brief analysis of “Life Is Strange 2” above:

  • Agency is often confused with the misused term of interactivity which relates to “the mere ability to move a joystick or click on mouse”
  • Agency is about meaningful interactions that are pleasurable and help shape the overall narrative
  • Navigating the digital space should be allowed to be flexible and pleasurable while user choices should be meaningful, engaging but not limited to the win/lose consequences
  • Every object in the environment should have a direct connection to the narrative and enable a clear sense of user agency
  • “The interaction is not the author of the digital narrative”, exercising power within the interactive experience “is not authorship but agency”.

Project 2 Progress (Navigation)

  • Navigation

In the screen recording, you can see I have updated the layout by adding walls around the pinball “table” to create a feeling of being entrapped. In this iteration, the user can navigate the environment by walking and flying to the hotspots that provide different perspectives on the scene. However, I think my layout is too large for walking, you can’t really go far, unfortunately.

I actually wanted to give the user the ability to climb the wall at certain spots, however, it is not working as of now. I will make sure to figure it out as I continue working on the project/.

  • Interaction

Based on the feedback from our last class, I would like to give the user an ability to interact with the ball in the scene by playing with the flappers at the end of the board, like in the classic pinball game. For that I will have to figure out how to make the ball move around the board on its own and bounce from the obstacles. The interaction will be executed by tapping with your finger on the flappers.

Project 2: Pinball in AR

The environment of my fantasy pinball will be transformed into AR for Project 2. I am hoping the space will evolve with more navigation options that would enhance the user’s experience of feeling trapped in a pinball game. I am planning to expand the layout by adding enclosing walls (as show in the sketch above) that you could climb up but not be able to escape the space anyways. The environment is navigable through walking, hotspots (for a larger perspective on where you are) and climbing.

The interactions that I am curious in implementing here are:
1) being able to kick the pinball with your foot
2) play with the flippers by tapping on the screen
3) jumping over the ball

Unfortunately, I am currently experiencing several issues. My project 1 layout had a lot of 2d backdrops for visual effects but they do not show up properly as you can see in the recordings. Also, my hotspots and totem objects don’t show up when the app is running on the phone.

P1 Progress: Pinball

The video and the screenshot above show my humble progress with Project 1 so far. They also represent 2 hotspots for viewing of my choice. One of them shows the above perspective where you can see what is going on and inspect the world, while the other is a first-person view of the scene where you are the imaginary character stuck in the pinball machine. I couldn’t really think of another hotspot, because, as you can see, I haven’t made a lot of progress and there is tons of stuff missing. My layout is really simple but I will work on adding more dynamic elements and interesting details to make it look more full.